Method and apparatus for promoting sales and increasing brand name recognition

ABSTRACT

A method for promoting sales and increasing brand recognition is described. The method includes selecting a brand name based on customer purchases enumerated on a transaction receipt generated on basis of transactions performed by a particular customer. The brand name is then obfuscated. The customer is provided an application to be used in conjunction with the obfuscated brand name to try and complete the missing letters in the brand name. The customer is rewarded with an incentive for uncovering the brand name and in order to submit the solution the customer is obligated to provide demographic information.

PRIORITY

This application is a continuation in part of U.S. application Ser. No.14/421,229, presently pending, which was a national filing of PCTapplication PCT/US2014/026610 filed on Mar. 13, 2014, that claimed thebenefits of U.S. Provisional Application No. 61/781,461 filed on Mar.14, 2013, presently expired, the entirety each of which is incorporatedherein by reference.

BACKGROUND OF THE INVENTION 1. Field of the Invention

This invention relates to a method for promoting brands at point of salescenarios, and more specifically, the invention uses cash registerreceipts and coupons as promotion vehicles for various well-known brandnames.

2. Background of the Invention

Brick and mortar retailers process in access of 45 billion cash registertransactions each year. There are more than 310,000 cash registers atthese retailer locations in the United States.

Millions of stock keeping units (SKUs) vie for shelf space in stores allover the world; all in an effort to expand brand recognition andtherefore sales. Retail chain stores average about 45,000 SKU's perlocation. However, only so much space is available in typical brick andmortar retail outlets. The average Big Box retailer stocks an inventoryof between 90,000 and 120,000 items in warehouses. These items are soldexclusively by internet.

A need exists in the art for a vehicle to expand brand exposure withoutconcomitant increase in allocation of shelf space. The vehicle should bevisible to every purchaser visiting brick and mortar establishments. Thevehicle should also engage the purchaser and ideally leverage thatpurchaser's penchant for certain products.

SUMMARY OF INVENTION

An object of the invention is to provide cost effective brand exposurein brick and mortar establishments that may overcome many of thedisadvantages of the prior art.

Another object of the present invention to provide a method forpre-selling revenue futures to retailers. A feature of the invention isthe use of cash register receipts to leverage a purchaser's preferencefor certain products. An advantage of the invention is that retailersshare in advertising proceeds that are generated when the cash registerreceipt is used as an advertising vehicle.

Still another object of the present invention is increasing advertisingthrough purchaser incentives and participation. A feature of theinvention is using point of sale advertising vehicles identifying buyerpreferences to induce customers to participate in a contest. Anadvantage of the invention is that point of sale vendor support isprovided in exchange for creating an attractive audience for brandmanagers of those retail outlets.

Yet another object of the present invention is to increase exposure ofcustomer-preferred advertised brands by utilizing a fast responsecustomer experience via a smart phone and other intelligent devices. Tofacilitate this use, the customer will utilize an “app” linking to a webportal displaying a game play incentive program that uses the brandnames as features of the game play.

Briefly, the invention provides a method for promoting sales andincreasing brand recognition, the method comprising selecting brandnames of products based on customer purchases enumerated on a customerreceipt, wherein a specific alpha-numeric sequence appears on thatreceipt; obfuscating one of said brand names on the customer receipt soas to induce a customer to attempt to guess the one of said brand name;and determining if the customer guessed correctly. Each winning isdetermined by the customer logging on to a web portal and entering thespecial code displayed on the cash register receipt.

Also provided is a brand-name promotional system, the system comprisinga means (e.g. a scanner) for recording customer purchases at a retailoutlet; means for categorizing product classes based on the customerpurchases; game piece generator for printing indicia onto a customerreceipt; wherein the indicia is an obfuscated brand name found in theproduct classes; and means for determining if a customer correctlyguesses the brand name from the indicia. The system also provides amethod to retrieve the customer's winning remotely, for example via aweb portal.

BRIEF DESCRIPTION OF DRAWING

The invention together with the above and other objects and advantageswill be best understood from the following detailed description of thepreferred embodiment of the invention shown in the accompanyingdrawings, wherein:

FIG. 1 depicts a flow chart showing a summary of one embodiment of thesystem, showing player, controller, advertiser, and retailer functions;

FIG. 2A depicts an embodiment of static paper receipt from a retailerper one embodiment of the invention;

FIG. 2B depicts a sample of a digital receipt from a retailer per oneembodiment of the invention;

FIG. 3 depicts a sample screen pursuant to one embodiment of theinvention;

FIG. 4 depicts a flow chart of operations of one aspect of oneembodiment of the invention;

FIG. 5 depicts a flow chart of operations of one aspect of oneembodiment of the invention;

FIG. 6 depicts a flow chart of operations of one aspect of oneembodiment of the invention;

FIG. 7 depicts example vouchers used in conjunction with one embodimentof the invention;

FIG. 8 depicts a flow chart of operations of one aspect of oneembodiment of the invention;

FIG. 9 depicts a sample interface for one embodiment of the invention;

FIG. 10 depicts a flow chart of operations of one aspect of oneembodiment of the invention;

FIG. 11 depicts stages of gameplay of one embodiment of the invention;

FIG. 12 depicts a flow chart of operations of one aspect of oneembodiment of the invention;

FIG. 13 depicts a flow chart of operations of one aspect of oneembodiment of the invention;

FIG. 14 depicts an example interface, per one embodiment of theinvention;

FIG. 15 depicts further example interfaces, per one embodiment of theinvention;

FIG. 16 depicts an example interface, per one embodiment of theinvention;

FIG. 17 depicts an example interface, per one embodiment of theinvention;

FIG. 18 depicts an example interface, per one embodiment of theinvention;

FIG. 19 depicts an example interface, per one embodiment of theinvention;

FIG. 20 depicts an example interface, per one embodiment of theinvention;

FIG. 21 depicts a flow chart of operations of one aspect of oneembodiment of the invention;

FIG. 22 depicts a flow chart of operations of one aspect of oneembodiment of the invention; and

FIG. 23 depicts a flow chart of operations of one aspect of oneembodiment of the invention;

DETAILED DESCRIPTION OF THE INVENTION

The foregoing summary, as well as the following detailed description ofcertain embodiments of the present invention, will be better understoodwhen read in conjunction with the appended drawings.

To the extent that the figures illustrate diagrams of the functionalblocks of various embodiments, the functional blocks are not necessarilyindicative of the division between hardware circuitry. Thus, forexample, one or more of the functional blocks (e.g. processors ormemories) may be implemented in a single piece of hardware (e.g. ageneral purpose signal processor or a block of random access memory,hard disk or the like). Similarly, the programs may be stand-aloneprograms, may be incorporated as subroutines in an operating system, maybe functions in an installed software package, and the like. It shouldbe understood that the various embodiments are not limited to thearrangements and instrumentality shown in the drawings.

As used herein, an element or step recited in the singular and precededwith the word “a” or “an” should be understood as not excluding pluralsaid elements or steps, unless such exclusion is explicitly stated.Furthermore, references to “one embodiment” of the present invention arenot intended to be interpreted as excluding the existence of additionalembodiments that also incorporate the recited features. Moreover, unlessexplicitly stated to the contrary, embodiments “comprising” or “having”an element or a plurality of elements having a particular property mayinclude additional such elements not having that property.

The invented method controls promotion of various products. The methodprovides a means for revenue building for retailers from their existingvendor bases. A cornerstone of the method is to induce cash receiptholders (i.e., purchasers of goods) to utilize the cash receipt as agame piece. An exemplary inducement is to associate the cash receiptwith a popular board game. In an embodiment of the method, the cashreceipt displays the board game name in its familiar logo type.

Retail outlets are suitable venues for practicing the method. Exemplaryretailer types include home improvement stores, supermarkets, grocerystores, pharmacies, general stores, electronic stores, computer stores,variety goods stores, department stores, and club membership stores. In2012, these retailers executed more than 45 billion cash transactions atover 47,000 locations, each with an average of nine point-of-sale (POS)cash registers or terminals.

FIG. 1 is a schematic depiction of the invented method, the methoddesignated as numeral 10. A first step in the method is to produce acash register receipt with printed indicia 12. In one embodiment, theindicia will be specific for the purchaser's type of goods bought. Inanother embodiment, the indicia will have no bearing on any of thecurrent goods purchased and will not be based on the class of goods justpurchased. However, in another embodiment indicia is specific to type ofstore where the receipt was printed and in other embodiments, the“class” of goods will be reflected in the indicia. For example, in useof this embodiment in a supermarket setting, there are three classes:(a) food/beverage (b) health & beauty (c) household. The homeimprovement store uses three exemplary classes as well (a) tools (b)hardware (c) appliances. Typically with a promotional coupon program, noone provides incentive at the point of sale with immediate savings, thecoupon provider incentivizes the customer to make a return store visitthat day, or another day, or online, to purchase the items promoted.

Aside from the standard printed data on the receipt, such as itemsbought, price, tax, return policies, etc., the receipt will include twounique additions which transforms it into a game piece. First, thereceipt will have an obfuscated version of a brand name the purchaserhas seen before. In an embodiment of the invention, the brand name isselected based on the database established for that particularpurchaser. In another embodiment of the invention, both the retailer andthe advertiser is responsible for populating the database.

Second, the receipt will also have a number string, word string, or analpha-numeric string 14. Ostensibly, this second indicia will allowpurchasers access to a website to check their winnings when they haveattempted guessing the brand name from the obfuscated version of thebrand name on their cash receipt. However, the second indicia will, justas importantly, originate from a plurality of unique identifier stringsassociated with a brand name guessing game, for example the Brandoodles®board game. The board games come in both virtual and hardcopy form.Virtual ones allow the board game to be structured toward the individualpurchaser's buying preferences, and the database of that purchaser'srepeated purchases and visitations to the website.

Generally, the game is developed in different media forms. For example,as an embodiment in a board games such as Brandoodles®, which is ownedby BELCOM CORP. of Chicago, Ill., and comprises a brand name guessinggame.

Another embodiment comprises a television game show. In this embodiment,the audience utilizes a smart phone or intelligent device to participateonsite or remotely from the show venue.

Yet another embodiment is an online version of a well-known board game,such as Brandoodles®. A multi-faceted web portal hosts the player accessportal. Retrieval of winnings occurs by means of coupons or codes basedon historical data maintained by advertisers and retailers. That data isretrieved and applied to the on-line interaction via a standard datalink. The database of advertised products is further determined andmodified as part of the progression of the game.

FIGS. 2A and B are schematic diagrams of exemplary cash registerreceipt/game pieces 12. A top portion 16 contains typical purchasedetails and return policy details. A bottom portion 18 of the cashregister receipt 12 contains the aforementioned two unique additionswhich transforms the receipt into the game piece. The first game piececontains the obfuscated brand name 13. In the example depicted in FIG.2A, the brand name is MAKITA CORDLESS DRILL, and therefore anappropriate genre for the type of store (e.g. a food store) whichgenerates the particular cash register receipt or another type oftransaction receipt or other form of proof of purchase. FIG. 2B containsthe obfuscated brand name 13 MAKITA CORDLESS DRILL which would beappropriate for any type of shopper, in any type of store establishmentthat generates such a cash register receipt or other form of proof ofpurchase such as a digital order confirmation. The functions responsiblefor the receipt/game pieces 12 are depicted as the system 39, describedin detail below.

The second edition is the aforementioned number string, word string oralpha-numeric string 14. The specific alpha-numeric string depicted(6H378X) is for illustrative purposes only and not intended to limit theinvention to this symbol sequence. In one embodiment, the system employscommercially available software to generate millions of randomlygenerated strings. The association of the alpha-numeric string andBrandoodles® is based on (a) the assignment of select alphanumeric codesthat is assigned a specific value by an administrator account, such asadministrator@brandoodles.com in one embodiment and (b) the pre-sale ofa bucket of codes being sold by the administrator@brandoodles.com to theadvertiser and/or the retailer for the purpose of participation. Thecodes can be generated using a string generation software, such as anonline string generator found in several locations such as at thesweepjudge.com string generator, the source code of which is attachedhereto as Appendix B.

In operation, a game administrator (e.g., a licensee of the inventedprocess) charges advertisers (e.g. brand managers) a fee to advertisetheir brand name on a cash register as a receipt or digital proof ofpurchase. The retail outlet is charged a few hundreds of a U.S. cent asa “click charge” to access this revenue generator. The retailers agreeto use the face of their proof of purchase system as a portal to theprocess. The retailers and brand managers make product selections, anddetermine the number of stores involved and the duration of involvement.

The game administrator manages the pre-sells (e.g., the aforementionedclick charges) and generates the random numbers 14 appearing on the cashregister receipts. A method for transferring the random numbers is forthe administrator to load them into the retailer- or brand manager'sheadquarter-database.

The game administrator then converts the pre-sold number 14 to gameplay. Winning numbers are preselected. In an embodiment of theinvention, a brand manager pre-selects groups of the winning numbersaccording to an algorithm that generates the numbers according to theodds of winning. In this case, everyone becomes a winner. For example,if 1000 products are preselected to be displayed, the odds shall bedesignated according to a discounting process, given the distributionsample as follows:

30 50 70 90 110 130 150 170 200 wins wins wins wins wins wins wins winswins 90% 80% 70% 60% 50% 40% 30% 20% 10%

Therefore, if a Retailer sold a product for $20, 30 wins at a 90%discount would be $18 off the price at which the buyer would only pay$2. The Buyer would receive a retrieval code with a value of $18 atredemption. Likewise, 200 wins at a 10% discount, the Buyer wouldreceive a discount of $2 off the price at which the buyer would pay $18at redemption.

Hence, if the Seller is an Automotive Dealer selling a big ticket itemsuch as a Chevrolet Cruze with a list price of $17,130, theadministrator has the option to change the algorithm according to theexpected giveaway value, as follows:

3 5 7 15 30 40 200 300 400 wins wins wins wins wins wins wins wins wins90% 80% 70% 60% 50% 40% 30% 20% 10%

In this case 3 wins at a 90% discount would save $15,417 and 400 wins ata 10% discount would save $1,730 which would be redeemed with a code atthe time of purchase.

When reconciled by the winner shopper, the winner is linked to theadministrator's website which in turn notifies the retailer and/or brandmanager of the existence of the winner. Auditing procedures areestablished to confirm winner versus loser rates. In one embodiment, theexclusive game administrator is administrator@brandoodles.com. Inanother embodiment of the invention, both the administrator's websiteand the retailer's website (and perhaps the brand manager's website) arenotified of the existence of a winner.

The invented method and system for promoting brand names is based onincentive. Retail outlet customers are induced to play the game embodiedon their cash receipt/game piece when they see a well-known logo of abrand name guessing game.

Retailers are induced to participate in the invented method and systeminasmuch as some of the advertising proceeds are funneled back to theretail outlets.

Example

Users of the invention can access commercially available copies of theBrandoodles® game system, or similar system at several game stores oroutlets via a web search or physical search of “big box” retaillocations. For example, the latest electronic form of an embodiment ofthe invention can be found online. The source code of the splash screen(FIG. 3) of this web based embodiment is included below as Appendix A.The screen features a plurality of play toggles 31-36 the togglesdesigned to actuate the game. A panel 35 of letters is provided to allowthe user to try and guess the letters associated with the brand namedepicted.

The Player's board is an interactive platform that will generate hashalgorithm applications of alpha characters based on a random generatorwith a fixed or variable value. The fixed value may be 26—representingthe number of letters in the English alphabet. The fixed value may be30—representing the number of letters in the Spanish alphabet. The fixedvalue may be variable with different languages with additional subsetsof characters. Hence, If the brand in question being used is designatedas having four words, a brand example may be: TROPICANA PREMIUM ORANGEJUICE. This brand possesses 4 words with 30 characters, the game piecegenerator may produce a possible (26)⁴ power or a possible randomizationof 456,976 combinations of words revealed on each surface that the gameis being played, such as the Actual Final Result shown:

T R O P I C A N A P R E M I U M O R A N G E J U I C E

The Random Generator would show each result differently as shown on eachsurface such as:

T O I C N A R M U M O R N E I C E

And again in every instance as shown here:

T O P A A P E I U M O A G E J U C

The uniqueness of this generation is that no two game sets will appearalike on any surface of the smart phone, computer or other intelligentdevice, hence, the randomization will also apply to the output on everycash register receipt as different.

Overview of Operation

Turning to FIG. 4, depicted therein is an overview of the details of theoperation of one embodiment 10 of the system.

The game begins at stage 40. In one embodiment the game enters stage 40when a buyer completes a transaction at a point of sale terminal and isissued a printed receipt with a game piece showing letters and a code toenter. Example of such receipts are shown herein. In another embodiment,the game enters the start 40 phase when an end user visits a websitewhich includes an electronic display of the game 10.

In the embodiment shown in FIG. 4, in order for the game to proceed fromthe start state 40 to the begin gameplay state 44, an administrator mustelect the category and the number of words to be used in the game 10. Inthe embodiment shown in FIG. 4, the administrator choices are performedindependently of the user playing the game, and this step will occurbefore a game begins at state 44. The administrator of the gameperforming the administrative duties of state 42 can make changes to thegame concurrently with a number of players, as the information about aparticular promotion is stored within the system independently of anyplayers' actions.

Once at least one category and words are chosen in the administrativestep 42, the gameplay can begin at the gameplay state 44.

For embodiments where a player was not provided with a preprintedreceipt, the system 10 performs a random game piece generator atrandomizing state 46. The algorithm at the randomizing state 46generates unique individual random choices from amongst letters of thealphabet that will appear on the four individual rows of data. Again, inan embodiment where the player has received a pre-printed game piece ona receipt, at state 46 does not generate a new game piece. Therandomization state 46 references a database of brands 48 to generatethe random puzzle board.

Once the puzzle board is either generated, or an existing one is usedfrom a receipt, a timer 50 starts. The system 10 then proceeds to allowthe user to select letters at state 52. As shown in the remainingfigures, the user is provided with a letter board and is asked to fillin missing letters from the game piece. The letter choosing state 52 islimited by the timer 50.

During the letter choosing state 52, the system 10 also selects a numberof letters for the specific game board in play at help state 54. In thehelp state 54 the system selects unique random choices from among theletters of the alphabet appearing on a single individual row to chooseup to seven hints of letters that have not yet appeared in the row ofdata. The help state 54 provides both the random hints 56 randomlyselected at the help state 54 and the actual instructions for the playerat the instructions state 58.

During the letter choosing state 52 the player will fill in the lettersof the game piece either by choosing letters directly or by using theassistance of the help state 54. If all the letters are revealed by theend user or the end user wishes to solve the puzzle early, the system 10moves to the solve state 60. In the solve state 60 the timer 50 isstopped and the end user is asked to fill any all the remaining letters.The proposed solution is then submitted to the system 10.

The system 10 then decides whether the proposed solution is considered awin 66 or a loss 74. In one embodiment the system 10 determines that asystem is a win 66 if all the letters match exactly the puzzle. Inanother embodiment, the embodiment 66 will accept phonetic equivalentsof the puzzle solution and therefore will consider a proposed solution60 a win 66 even if some of the letters are not exactly correct. Forexample, in some instances a particular puzzle may comprise a productname which has alternative spellings, such as one in French and Englishor English and Spanish.

If a proposed solution is determined to be a winning solution at state66, the puzzle is revealed at the revelation step 64. The system thenproceeds to the prize calculation step 62. The details of thecalculation step 62, and other algorithms described below, are presentedin the algorithm in Appendix C. At the prize calculation step 62, thesystem 10 calculates the player's odds based on the value of the prizeand number of players and awards a quantity in each percentile value.Once the prize calculation step 62 assigns a prize to the winning game,the game proceeds to calculate the particular player's odds 68. Finally,the game 10 proceeds to the prize award state 70.

As shown in FIG. 4 while the player is solving the puzzle 60 the timer50 continues to run. If the game enters the timer ended state 72, theplayer is given one more chance of solving the puzzle at state 60.

If upon submitting a solution at state 60 the system 10 determines thatthe proposed solution is incorrect, the system moves to the incorrectstate 74. The player is offered an opportunity to play the game again atstate 76. If the player agrees to play the game again at state 79, thesystem 10 returns to the begin state 40. If the player chooses to notplay again at state 78, the game ends 80.

In one embodiment the choice to play again at the play again state 76 isoffered to the player only if the player has not repeated plays anexcessive number of times in a given time period. In another embodiment,the play again state 76 will only provide the option to repeat gameplayif the system administrator at the administration step 42 has enteredadditional puzzles for the end user.

In one embodiment, the end user who started game play using a printedreceipt will only be able to repeat games using the products reflectedon the player's receipt. In this case, the interaction between thedatabase of brands 48 and the selection algorithm 46 also interacts withthe receipt information gathered in the begin state 40.

As can be appreciated from FIG. 4, the system 10 provides for a methodof generating and completion of puzzles, including puzzles that relateto a database of brand names 48.

Transaction Receipt Numbers

Turning to the flowchart of FIG. 5 depicted therein is a schematic forthe process of selecting random numbers which act as transaction receiptnumbers. In one embodiment, the transaction receipts are cash registerreceipts. In another embodiment, the transaction receipts take the formof electronic or other form of purchase confirmation.

As explained herein, the system 10 includes a game piece attached to areceipt, such as the sample receipt shown in FIG. 2. The receiptincludes a redemption code 14. The steps of assigning the code andrelated tasks, per one embodiment 90, are shown in FIG. 5.

The process 90 begins at a start state 92. The start state 92 comprisesa website administration portal 94 in one embodiment. As part of thewebsite administrator portal 94 the system administrator can select aproduct category and product names 96. The selection of productinformation 96 results in updates to the database of retailers 98 andthe database of brands 100. Once the databases 98, 100 are updated, thesystem administrator can select the brand which will be shown the to enduser as part of the promotion as part of step 102. The administrator canalso chose the number of products 104 that will be subject to thepromotion.

Once the brands 102 and the products 104 are chosen, the system 90assigns the random alphanumeric codes at step 106. The randomizationstep 106 processes and assigns random alphanumeric codes that aretransmitted to the cash register receipt.

Once the randomization step 106 is completed the system 90 proceeds toidentify a retailer 108 which will use a particular set of puzzles forproducts. In one embodiment, as part of selecting the retailer 108, thesystem will also include metadata regarding the promotion, including thestart time and end time as well as the start date and end date for eachpotential promotion.

Once the target retailers are identified 108, the promotions and allrelated metadata are sent to the retailer's database in step 110.

Concurrently with adding brand and product choices, the administrators94 can observe when random codes are redeemed online using interface116. Random codes are assigned 112 from the retailer's database 110 bythe retailer's IT system. The assignments 112 connect a particularredemption code to the receipt and it is acquired by the customer 114.The administrators 94 can see how the codes are redeemed 116 as part ofthe game starting process 40 shown in FIG. 4.

While the various data stores such as the databases 110, 98, 100 aredepicted as separate objects in the flow chart in FIG. 5, in oneembodiment the data stores are located on a single computer whichcomprises the embodiment of the system 90. Further while the data storesare shown as distinct databases in the FIG. 5, in various embodimentsthe databases are data entries in a single data store, either anorganized database or other form of data storage, both organized andnot. In one embodiment the data stores are implemented using adistributed data store such as a blockchain record store.

Game Play Opening Step

Turning to FIG. 6 depicted therein is a flow chart of the game playopening steps. The game play begins with the game software 140 beinginvoked on one or more devices 142.

To begin playing, the end user must register or log in to the game usingthe login step 144. To register, the end user must provide identifyinginformation such as first and last name as well the email address, aphone number, date of birth, and gender, in the depicted embodiment.Once the end user provides the identifying information, the end user cancreate a username for the system at step 146. After creating theusername, the end user can choose preferences 148 and either redeem acash register or point of sale wining code 148 or redeem an automaticwinning voucher 150.

If after establishing a username the end user successfully logs into thesystem in order to play 154, the end user can redeem one or more thevouchers 150, 152 or begin playing the game 156. The end user can selectone or more game play styles 158, each of which is described herein. Asdiscussed in this application, the end user may play multiple games andcan, in some instances, repeatedly play the promotional games. However,if the player chooses not to play the game, the system 140 will end thegame and log the end user out at stage 159.

Turning to FIG. 7, depicted therein are several winning vouchers asdescribed in steps 150, 152. The example voucher 160 includes aredemption code 162 and a UPC code 164. The UPC code can be used in apoint of sale terminal. For awards that do not involve a point of saleterminal, other redemption instructions 166 will be used, as is the casewith the instructions for a promotion of a vehicle's price shown in FIG.7.

FIG. 8 in turn depicts the details for the registration and loginprocess 170 which is invoked from the application 140. The login process170 allows the end user to log in using a unique identification number172. In order to finalize the account the end user must also provide afirst name 174 and a last name 176 and an email address 178. The emailaddress is confirmed. The end user also provides a cell phone number180.

When the end user logs into the system and confirms their email addressthe end user may reset their password or proceed to log in to the systemand request login information.

As part of the account set process and log in process the end user mustalso review the terms and the disclaimer 182 and agree 184 to theprocess of the using the application 140.

As the game 140 requires the date of birth for its players, the log inprocess requests that the players confirm the date of birth and providethe date of birth 186 when necessary. Further, as the promotions areoften gender specific, the gender information is also collected from theend user.

In one embodiment, the step of requesting the date of birth 186comprises asking the end user to select a date range representing enduser ages, instead of requesting the specific date of birth. In anotherembodiment, the step of requesting the date of birth 186 comprisesrequesting the specific birthday but not year. In this case the systemis able to provide the end user promotions relating to the end users'birthday, but without requiring the exact birth year for every end user.In one embodiment, the end user is provided with a range of incentivesto provide the birth year and birthday information, such as a promise ofadditional promotions if birthday and year information is given.

The conclusion of the process is the creation of a system identifier 188which allows the end user to interact with the system.

FIG. 9 in turn depicts several interfaces for the game 140 to login andregister in the system. The login in steps 170 are depicted in theinterface 190. The interface accepts from the user the name 192, emailaddress 194, and phone number 196 using a similar look and feel as thegame pieces shown to the end user during actual game play.

Once the fields of the interface 190 are completed, the system proceedsto the disclaimer of rights 182 and other steps as shown in FIGS. 8 and9. In conjunction with the age usage restrictions, the system alsodisplay specific notices about cell phone restrictions and regulatorynotices such as limits of promotional games in Canada. The end user isprovided an opportunity to agree to the various terms and restrictions184. If the end user agrees to continue, the system will establish anidentity for the user 198. The end user will then be provided with aninterface to confirm the birthdate 200. Finally, the end user will seetheir assigned system identifier 202. In the embodiment shown in FIG. 9,the identifier comprises the initials, an encoded birthdate, a flag forthe gender, and an incremental counter, as well as a country identifier.

In another embodiment the identifier 202 includes a random number. Inyet another embodiment the identifier is simply a random number notalready assigned an existing user.

FIG. 10 depicts another login or registration process. In this processthe application 140 login 170 accepts as input an identification numberwhich is verified 210 by the application 140. The identification numberwhich is verified originates from a third party, such as a point of salepurchase, a loyalty rewards program, or others. The verified 210identifier represents a category of rewards 212 such as a discount codeor an instant prize. The expiration date of the identification number isconfirmed. The end user may apply the identified reward as a gift 214 toa third party or to redeem it 216 for that particular user.

Regardless of whether it is to the end user's account or to a thirdparty account as a gift, the reward points are applied to a balance 218.The balance 218 is redeemed online 220 or in-store 222. In either case,the final transaction ends in checkout of the purchase including theawarded claim.

If the beneficiary of the verified identifier 210 is not currently amember of the system 140 the registration information may be received224 by the system 140 and the system identifier 226 may be created asdescribed above before any redemption occurs.

Turning to FIG. 11, depicted therein are several example interfaces ofthe system 140. The interfaces shown depict the game play steps A-F upto and including providing the end user the option to redeem the codeonline 220 or in-store 222.

Dashboards

FIG. 12 depicts the operational details of an interface or dashboards230. One dashboard 232 contains information about the controller of thegame including making pre-selections for promotions. The controllerdashboard 232 interacts with the data network 249 to communicate withone or more data stores containing information about the game. Thedashboard 232 includes information about each product category 234, thenumber of products 234 and a brand alphabet 236. The system alsogenerates the random brand alphabet 238, the random percentage values240. The points of sale 242 are established. The demographic data 244 isliked to particular promotions and rewards program 246 data is alsolinked to promotions. Finally, participants are consigned reward points248.

The dashboard 230 also includes a means for the end user to login orregister 250 using a tablet, laptop or handheld computing device 252.The end user can begin a game 254. The game can involve a cash registeror point of sale receipt puzzle 260 or where the end user begins thepuzzle from an online game source 256. The end user must fill in themissing letters during the available time period set by a timer 258. Thewinning brand is awarded 262 with cross merchandizing premium added 264,if earned. The cross merchandising premium is unlocked by accessing aspecial character 268 in the puzzle board. The system involves awardpoints 266 and an add on premium brand award 270, in one embodiment.

A second set flowcharts for user dashboards are depicted in FIG. 13. Thedashboards again require a login 280. The entities that can log in tothe system using this dashboard 280 include registered retailers 282 andregistered advertisers 284. Once the retailers or advertisers are loggedin the control of the system is transferred to a system controller 286.The system controller administers a number of data stores 296, 292, and290. Some of the data stores, such as the data store 296 furtherincludes subordinate data stores 294. This subordinate data store 294will include reporting means, in one embodiment. In another embodiment,the subordinate data store 294 includes information about a singlecustomer, including sensitive information such as personallyidentifiable information. As such the subordinate data store 294 ismaintained as a separate entity from the primary data store 296.

As shown in FIG. 13, the advertiser and retailer data synchronizer 288operates on the retailer and advertiser data stores 290, 292. Theretailer data store 290 includes retailer assigned codes 300. Theadvertiser data store 292 includes advertiser assigned codes 302. Thecodes 300, 302 are used to cross link transactions including vouchercode distribution 304, CPSS cross merchandising 306 and CPSS alphabetsymbol linking 308, which are described below

The main data store 296 is controlled by the system controller 286 andit includes tools to generate voucher codes 310, set access preferences312. Further the main data store 296 includes the ability to accessshopper profiles 314, shopper voucher codes 316 and for setting ofcustomer access to CPSS link 318. The CPSS system is shown in detail infurther figures and described below.

Example Interfaces

Turning to FIG. 14, depicted therein is a sample interface 320 for auser of the system. The interface includes an action area 322 where theend user can select actions such as reviewing the points system,shopping for items, and other actions. The interface 320 also includesthe end user's identifier 324 the process for which was discussed above.The interface 320 also allows the end user to log in to other areas ofthe system 326, such as if the end user also wanted to manage their ownpromotions. The interface 320 also allows the end user to redeem awinning code 328.

FIG. 15 depicts two sample user interfaces. A first account setupinterface 346 allows the end user to select an action 330 such as to login or register. Presuming that the user has not previously registeredwith the system, the interface 346 allows the user to provide a name332, email address 334, phone number 336, agree to terms and conditions338 and provide a date of birth 340. Once the information is filled in auser id is generated 342 and the end user can proceed in the system.

A second interface is shown in FIG. 15, the second interface being forpurchasing a discounted item 348. As part of the purchase, the end usermay select the gift option 344, instead of buying the item forthemselves.

A view of an interface 350 of the Category Participating Sale System(CPSS) is shown in FIG. 16. The system allows registered advertisers 352to view information such as the number of active advertisers and thenumber of active campaigns. In turn, registered advertisers 351 canreview campaign performance by accessing their portal. For a particularcampaign, the advertiser can assign voucher codes 354, can review theshopper database 356, and the number of vouchers that have been redeemedyear to date 358. The user of the CPSS can also view the alphabet datalinks 360 and the relevant sections of the advertisers and retailersdatabase 362. Other features include the cross merchandise units link364, the customer preferences link 366, the ID system 368 and theoptions for setting of random values 370. Finally, the user can accessthe reward program 372.

The details of a sample interface of the CPSS cross merchandisinginterface is shown in FIG. 17. The interface includes areas to selectbrands for each letter 380 and a listing of the number of activepromotions 382 for each brand. The end user may select a number ofactions 384 including selecting an alphabet block, assigning cashvalues, and others. Puzzles with the selected brands for crossmerchandising appear in the preview 388 of a puzzle board 386. Forexample, in the embodiment shown in FIG. 17, the missing A of the ‘AUTO’puzzle will be filled in with the A in the logo for Ace Hardware and soselecting that letter will result in cross merchandising. The end userof the interface can view and change the alphabet data links 381 andreview information about cross merchandising 383.

Example output of the cross merchandising is shown in FIG. 18. The gamebegins with a blank board 390. A number of randomly selected letters arefilled in at step 392. The end user select letters during game play 394.Selecting the A during stage 396 results in receiving a crossmerchandising offer 400 from the retailer 402 associated with thespecially designated letter. The end user also receives the main offer398 such as the ability to redeem a discount either in store 404 oronline 406.

A second alternative gameplay interface is shown in FIG. 19. In thisembodiment, game again begins with a blank board 390. A number ofrandomly selected letters are filled in at step 392. The end user selectletters during game play 394. Selecting the A during stage 396 resultsin receiving a mystery offer 408 from an unknown retailer 410. Asbefore, the end user also receives the main offer 398 such as theability to redeem a discount either in store 404 or online 406.

Another interface is shown in FIG. 20. This interface shows another viewof the CPSS module showing the number of assigned voucher codes 412, thedatabase of advertisers 414 and the number of special alphabet links 416and the total cost of the vouchers 418.

FIG. 21 depicts a flow chart showing managerial functions within thesystem. The system involves a retailer or advertiser logging in 420.Once the login information is verified, access to the data store 422 isgranted. The data store and the system are in communication with pointof sale locations 440 using a data network 424. The system communicateswith the data store 422 to ensure that voucher codes 426 aredistributed. The advertiser or retailer logged into the system canmanage product categories 428 and which products to advertise 430 usingthe promotions. The products are assigned product codes 432. Theredemption codes and the product codes are linked to product venues 436and point of sale locations 440. Finally, the advertiser or retailer canadd cross merchandising links 438 and also include advanced retailercrosstalk 442.

System Schematic

The interactions between the system components and the various functionsof one embodiment of the system are shown in schematic format in FIG.22. As shown in FIG. 22, the system controller 450 manages the functionsof the CPSS and other functions.

The first function of the controller 450 is the cross selling premiumproducts in alphabet links database, using the cross merchandisingwithin the gameplay board 452.

In one embodiment, the system verifies the inventory database 454 beforemaking such cross-merchandising available. The cross merchandisingproducts are advertised by registered advertisers by use of cross linkedvoucher codes 456. The voucher codes and other data is stored in a datastore 458, in one embodiment. The registered advertisers also specifywhich products in the inventory 454 are to be award goods at the pointof sale terminals 460.

Once the settings are finalized 460, the puzzle boards are generated andadded to receipts or otherwise displayed at point of sale locations 462.Two alpha numeric code banks are created at point of sale locations 464,466. At the point of sale a receipt is generated 468. For the first codebank 464, the display of a discount amount and the item is set 468. Theplayer will solve the puzzle on a paper cash register receipt from thepoint of sale 466. The end user may also bypass the paper receipt andplay the game on a smart device 470. The second data store 466 willdisplay the amount and item puzzle 472. Regardless of how the playerreaches the app, the player will need to login or register with the appto gain entry into the system 474. The player can choose preferences tocontrol category and link rewards 476 once they are logged into thesystem. The reward points are managed by the CPSS controller 478. Theplayer will also set up a unique identifier and login to register toplay the game 480. The player may also redeem codes and link topreferences as well as the CPSS 482. The player may also send rewardcodes as gifts 484 and check out purchases that used a won discount orother redemption code 486.

Sample Consumer Interaction

FIG. 23 depicts a sample consumer interaction with the system. In thedepicted embodiment, the point of sale terminal location 462 is incommunication with a data network 424. The data network 424 provides aconnection to a system that comprises an implementation of the system asdescribed above. The customer interaction starts at beginning state 40.The consumer completes a point of sale transaction, receiving a paper ordigital receipt game piece 468. The consumer then plays the game on apaper receipt 468 as shown in FIG. 2A or on a digital device 470 asshown in FIG. 2B.

Regardless of how the game starts, the consumer will log in to theapplication 474 and begin game play 44. The player will choose letters52 and eventually the puzzle will be revealed 64. The player will solvethe puzzle 60. The player may redeem a code 114, in one embodiment ofthe system. The prize is awarded 70 when the puzzle is revealed if theplayer meets the winning conditions 66. If the player loses 74, theplayer has the option to play again 76 which can be confirmed at state79 or discontinue playing 78, in which case the game ends 80.

It is to be understood that the above description is intended to beillustrative, and not restrictive. For example, the above-describedembodiments (and/or aspects thereof) may be used in combination witheach other. In addition, many modifications may be made to adapt aparticular situation or material to the teachings of the inventionwithout departing from its scope. While the dimensions and types ofmaterials described herein are intended to define the parameters of theinvention, they are by no means limiting, but are instead exemplaryembodiments. Many other embodiments will be apparent to those of skillin the art upon reviewing the above description. The scope of theinvention should, therefore, be determined with reference to theappended claims, along with the full scope of equivalents to which suchclaims are entitled. In the appended claims, the terms “including” and“in which” are used as the plain-English equivalents of the terms“comprising” and “wherein.” Moreover, in the following claims, the terms“first,” “second,” and “third,” are used merely as labels, and are notintended to impose numerical requirements on their objects. Further, thelimitations of the following claims are not written inmeans-plus-function format and are not intended to be interpreted basedon 35 U.S.C. § 112, sixth paragraph, unless and until such claimlimitations expressly use the phrase “means for” followed by a statementof function void of further structure.

The present methods can involve any or all of the steps or conditionsdiscussed above in various combinations, as desired. Accordingly, itwill be readily apparent to the skilled artisan that in some of thedisclosed methods certain steps can be deleted or additional stepsperformed without affecting the viability of the methods.

As will be understood by one skilled in the art, for any and allpurposes, particularly in terms of providing a written description, allranges disclosed herein also encompass any and all possible subrangesand combinations of subranges thereof. Any listed range can be easilyrecognized as sufficiently describing and enabling the same range beingbroken down into at least equal halves, thirds, quarters, fifths,tenths, etc. As a non-limiting example, each range discussed herein canbe readily broken down into a lower third, middle third and upper third,etc. As will also be understood by one skilled in the art all languagesuch as “up to,” “at least,” “greater than,” “less than,” “more than”and the like include the number recited and refer to ranges which can besubsequently broken down into subranges as discussed above. In the samemanner, all ratios disclosed herein also include all subratios fallingwithin the broader ratio.

One skilled in the art will also readily recognize that where membersare grouped together in a common manner, such as in a Markush group, thepresent invention encompasses not only the entire group listed as awhole, but each member of the group individually and all possiblesubgroups of the main group. Accordingly, for all purposes, the presentinvention encompasses not only the main group, but also the main groupabsent one or more of the group members. The present invention alsoenvisages the explicit exclusion of one or more of any of the groupmembers in the claimed invention.

The embodiment of the invention in which an exclusive property orprivilege is claimed is defined as follows:
 1. A method for promotingsales and increasing brand recognition comprising: selecting by apromotion administrator product categories at a website administrationportal hosted on an administration server; updating by theadministration server a retailer database and a product database;selecting by the promotion administrator which brand will participate ina promotion at a retailer location and the rewards associated with eachpromotion; assigning by the administration server random alphanumericcodes to be used to point of sale terminals along with puzzles; andtransmitting by the administration server to a retailer databasepromotion information including a set of codes and brand name puzzles tobe printed on receipts; selecting by a point of sale terminal a brandname and alphanumeric code from the retailer database based on customerpurchases; printing by the point of sale terminal a paper receipt whichincludes a list of purchases and a game piece wherein the game piececomprises the alphanumeric code and the selected puzzle; downloading agame application on a customer's device, wherein the game application isin communication with the administration server and retailer database;accepting by the game application the printed alphanumeric code from thecustomer's receipt; displaying on the customer's device the associatedpuzzle retrieved from the retailer database; entering by the customerletters into the customer's device thereby completing the selectedpuzzle during a required time period; determining by the gameapplication whether the customer completed the puzzle within therequired time period by the game application comparing the customer'sentry with a solution to the puzzle; verifying by the application thatthe customer solved the puzzle; when it is determined that the customersolved the puzzle, retrieving by the application from the administrationserver a prize depending on the entries in the retailer database, theprizes selected by the prize administrator, and presenting by theapplication the prize to the customer.
 2. The method as recited in claim1 wherein the displaying step further comprises the selecting by thegame application one or more random letters to display thereby guidingthe customer in solving the puzzle.
 3. The method as recited in claim 1wherein the prize retrieved from the administration server comprises across-merchandising offer based on current inventory levels asdetermined by the administration server after referring to the retailerdatabase.
 4. The method as recited in claim 1 wherein the websiteadministration portal comprises a dashboard wherein the promotionadministrator selects the number of products and a brand alphabet.